Browsed by
Category: Games

Art of the Genre: Game Review, Paizo Bestiary Collection

Art of the Genre: Game Review, Paizo Bestiary Collection

pzo1120_500

One day, long ago, I went to a Waldenbooks and picked up a copy of TSR’s Monster Manual II. It was my first monster compendium, the only other I’d seen was a borrowed copy of Monster Manual I with the rather mundane David C. Sutherland III cover. It was this book, covered by Jeff Easley, that taught me just what it was to hold the power in your hand over a world of fabled monsters.

Still, the journey into the realm of the enemy, the monster, was on well its way with that purchase, as was my apprenticeship in the profession of Dungeon Master. That trip has taken a long and twisting road through more realms of imagination that could be spoken of this day, but nonetheless, it’s been a truly special one.

Monsters, you see, are the key to everything that truly IS a role-playing game. Sure, you could make the argument that it’s about the players, the story, the social interaction, but at the core it all revolves around the conflict. This conflict, and the experience points born from it, is inherently tied to the realm of monsters.

Simply put, to be an effective Game Master [as the term Dungeon Master has become antiquated over the decades, I guess, although I still use it…] you need to have a plethora of monsters at your disposal.

This is true of any system, but even more so in a fantasy setting, and as I started playing Paizo’s Pathfinder upon its release, I’ve had the pleasure of filling my shelves with some of their rather incredible monster supplements.

Read More Read More

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Two, Angus McBride [1931-2007]

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part Two, Angus McBride [1931-2007]

merp_rivendell

It’s the day after Christmas here in L.A. as I write this, the office quiet, but I felt like going in anyway and getting some work done. Perhaps it was because yesterday, after a wonderful feast of turkey, potatoes, and all the fixings, I took a walk with the family three miles from my home out onto the Palos Verdes peninsula. This walk, in seventy degree temperatures with a slight easterly breeze and done in shorts and a T-shirt, held an immense amount of physical beauty.

With a cloudless azure sky, and a tranquil ocean all the way to the mountainous shadows of Catalina Island, the channel is was an epic vista. Still, what strikes a writer’s soul is often the movement of it all, the flights of pelicans looking like pteranodons sailing at eye level as you walk atop the hundred foot bluffs that drop into the whitewater curls of water churning below. If you look down into the kelp fields further out from the breakers you can spy the blazing orange Garibaldi, the state fish of California, as they shine under the waves amid the deep green strands, and further out into the endless blue go the whales.

Gray’s this time of year, majestic and high breaching, they spew mist into the air in pods traveling south, their monstrous tales fully lifted from the waves before plunging down once more into the depths.

It’s a stirring event, these migrations, and as I went home I couldn’t help but think about my next article and how the artist I’d be featuring had first seen and been moved by similar events, this time humpbacks, off the western cape of South Africa.

This gift of nature, and having shared his life between England and Africa, helped shape an artist who transitioned from full-time historical military drawer to the role of visionary painter in J.R.R. Tolkien’s Middle-Earth.

So, today I bring you the next part of my argument as to why the Middle-Earth Role Playing game is the most beautiful RPG ever made.

PART TWO:

Read More Read More

Steampunk Spotlight: Victoriana RPG update

Steampunk Spotlight: Victoriana RPG update

jewelempireA couple of weeks ago, I began my exploration of steampunk – one of the most popular subgenres in speculative fiction today – with a review of the upcoming board game Kings of Air and Steam, currently being funded through Kickstarter. (There’s still about another day before the deadline to pre-order a copy at a huge discount.)

Kings of Air and Steam focused on the more mundane aspects of the steampunk setting – shipping merchandise by airship and railroad. There’s certainly a lot more to steampunk than that and one game which embraces the more fantastic end of the spectrum is Victoriana RPG.

What is Victoriana?

Picture a traditional fantasy adventure setting, such as those made popular by Tolkien and Dungeons & Dragons, complete with elves, dwarves, sorcerers, undead, monsters, and so on. Now advance that world about 500 years, from the classic Middle Ages setting into the Victorian era. That is, essentially, the basis of Victoriana.

I favorably reviewed the Victoriana core rulebook and several supplement books in Black Gate #15 (now also available in Amazon Kindle format), but they’ve come out with three new sourcebooks since then. How do these new supplements stack up? If you really want to explore the world of Victoriana, these are definitely what you’ve been waiting for, although you will need at least the core rulebook to get started.

Read More Read More

Game Review: Castle Ravenloft

Game Review: Castle Ravenloft

61sthemncpl_sl500_aa300_I recently received a copy of Castle Ravenloft and I wanted to take a moment this Saturday to talk about it. Not that I’m looking to pitch or anything, but I’ve had the chance to play several of the ‘big box’ games rolling off the presses this year and it’s been kind of fun to compare what I’m seeing with each.

To me, Castle Ravenloft is a bastion from my youth, a place where I went only because I was dragged there by my DM, Mark, as a particularly creepy and nasty torture for my Dungeons and Dragons characters.

When I had the chance to crack the seal on this newest piece of the Ravenloft legend I was immediately taken back to my youth while also being brought forward in time to the newest incarnation of D&D thought up by the creative minds of Wizards of the Coast.

First off, know that this is a HUGE box, and as I started pulling stuff out of it I kept getting flashbacks to GenCon 2011 when I was trying to put together a physical copy of King Snurre Ironbelly’s throne room for the climax of my current Against the Giants Campaign. As I walked that huge conference hall in Indianapolis I was amazed at the cost of creating a dungeon and the denizens that populate it. I mean, I could have spent my entire budget trying to do it, and yet this box held four times the quantity of stuff I would have needed to run a successful dungeon.

Read More Read More

Art of the Genre: Maztica Memories

Art of the Genre: Maztica Memories

Fred Field's wife?  Only he can tell us...
Fred Field's wife? Only he can tell us...

After taking a moment to pull down the Dragon Mountain Boxed Set, I thought it might be fun to do the same with other lesser known boxes that came out of TSR around 1990. That period was actually the beginning of the end for the role-playing giant, Gygax ousted, sales flagging, and the need for fresh ideas and worlds seemingly all that the company could see as its savior.

As we are well aware, the next wave in the gaming industry wouldn’t come from the RPG table, but instead from cards, ala Magic the Gathering, but still TSR struggled to not only survive but come up with something fresh enough to gather new players.

It was here that we find various new titles rolling hot off their press, but many of the games in that period simply turned into boxed campaign settings along the lines of Maztica, which in itself is set in The Forgotten Realms.

This campaign was written by TSR staff author Douglas Niles, and although not as famed in novel fiction as Weis and Hickman, by 1990 Niles was pleasantly entrenched in the Forgotten Realms with his Darkwalker on Moonshae Trilogy. He also penned the Maztica Trilogy, including Ironhelm, Viperhand, and Feathered Dragon, but I’ve never read these three books so I can’t speak as to their worth for the purpose of supporting this setting.

Niles was challenged in this project to create a Mesoamerican world that mingles with the fantasy setting of the Forgotten Realms. In my opinion, after several so-so attempts at reading this set, he fails to deliver on what would make such a setting uniquely cool, ala demi-humans! The work tends to bog down in a kind of repetition of real-world conquistadors waging a campaign against indigenous peoples of the far south continents where the only change in the story line is that the priests actually had working magic.

Read More Read More

Game Review: The Paizo ‘Ultimates’ both Combat and Magic

Game Review: The Paizo ‘Ultimates’ both Combat and Magic

ultimate-combat-300

Ultimate… by Websters the definition [d] reads: the best or most extreme of its kind. Thus, Paizo entails that two of its creations for 2011 are the very pinnacle of gaming mechanics gold.

After spending two years in the Pathfinder universe and plumbing the depths of the system with the Pathfinder Core Rulebook and then the Advanced Player’s Guide, I wasn’t convinced that there was an obvious need for any further bulk supplementation of the system.

You see, this is the crux of ‘old gamers’, a belief that what they’ve pre-built into their own world is ‘enough’ and they can just coast on their own imagination thereafter. Now I’d never say this is a false statement, but with many Grognards, they fail to take into account that the more information you have, the better your personal worlds and systems will be.

Do you need to implement every detail of every supplement ever written? Absolutely not, but the opportunities involved in finding different wrinkles, classes, items, etc can only help to make a world richer for both players and game-masters alike.

This brings me to Paizo’s two Ultimates, those being Magic and Combat. Now make no mistake, when Paizo chose the word Ultimate they weren’t kidding around. These books are chocked full of the kind of stuff that truly needs unearthing.

Read More Read More

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

Art of the Genre: I.C.E.’s Middle-Earth Roleplaying Part One, Gail B McIntosh

isengard

Yes indeed, I bring you another tale of art before you attempt to burst the buttons off your jeans with a hearty Thanksgiving feast. All winter holidays are something strange here in L.A., and it’s hard to think about turkey, snow, and roasting anything when the sun is bright and ocean breeze carries the promise of white-tipped surf and meditative tranquility.

Art, however, never takes a holiday [nor do we here at Black Gate L.A. since John O’Neill thinks days off are a grand waste of time]. That being said, I began a project some time ago that is very dear to my heart, so much so that Ryan Harvey doesn’t even argue with me about it which is saying something.

Below, I’ll lay the groundwork for my argument in case you who read this would like to contradict me, but I warn you, my passion is unmatched, and without vacations I’ll simply outlast you. Today, then, begins Part One of a small series dedicated to this topic, and I hope you’ll take the time to read them and educate yourself.

Part One:

I would argue that the prettiest role-playing game ever produced was Iron Crown Enterprises the Middle-Earth Role-Playing. Certainly the game’s popularity in the RPG boom decade of the 1980s was only rivaled by the gorilla in the room of TSR’s AD&D, statistics from the time indicating MERP was second in sales totals for the decade behind the RPG giant.

Read More Read More

Steampunk Spotlight: Kings of Air and Steam

Steampunk Spotlight: Kings of Air and Steam

iron-kingdoms-254

I was never a huge fan of history class. It wasn’t until after college that I really began to enjoy history, and then it was mostly in the form of alternate history novels. This reading motivated me to begin reading more widely in real-world history, too, though I still like the alternative stuff a little better. In 2005, I pulled some of this reading together into an essay for The Internet Review of Science Fiction on “fantastic adventure history“, stories blend alternate history with fantasy.

Definitely the most potent type of alternate history in publishing these days – with or without fantasy elements included – is the sub-genre known as steampunk. This alternate history is set in an Industrial Revolution or Victorian-era setting, but the steampowered technology is ramped up a bit beyond what was realistic for the time. The look and feel of steampunk is so enticing that even Disney has gotten into it, releasing a limited edition pin set, The Mechanical Kingdom, that features the classic Disney characters in steampunk variants.

Steampunk got its start as hard science fiction, as described at the recent “Founders of Steampunk” panel from the World Fantasy Convention, but it’s definitely moved beyond that. In fact, my first writing for this magazine, back in Black Gate 10, was a review of the fantasy steam-fueled roleplaying game, Iron Kingdoms, in which powerful wizards are able to control hulking mechanized constructs called warjacks. (Interested? Check out this interview with Iron Kingdoms artist Matthew D. Wilson.)

Without really seeking them out, these steampunk games seem to keep coming across my path … probably because there are just so darn many of them. In Black Gate 15, I reviewed the Victoriana roleplaying game (available on PDF at DriveThruRPG), which also has strong fantasy steampunk themes. In that same issue, I reviewed the steampunk zombie novel Boneshaker (Amazon, B&N). Today, steampunk seems to permeate through all sub-categories of genre fiction.

It also seems to permeate my house. I’ve got several steampunk novels, collections, games, and other oddities that I have had every intention of getting around to reading and reviewing. So, in an attempt to clear through this pile of steampunk populating my bookshelves, I’ve decided to begin a series of posts on recent steampunk goodies, starting with an upcoming steampunk board game: Kings of Air and Steam.

New Treasures: The Legend of Drizzt

New Treasures: The Legend of Drizzt

legendofdrizztI love board games. But after collectible card games and computer games pretty much swept the market clean of them in the mid-90s, it seemed the era of the board game was over.  I put away my copies of Dragon Pass and Divine Right, and pretty much accepted the fact that I’d be explaining the quaint concept of “board games” to my grandkids. Assuming I could get them to put down their Xbox controllers long enough.

Then an interesting thing happened in the middle of the last decade: The board game experienced something that almost looked like a resurgence. Enticed by Settlers of Catan and a series of popular titles from Fantasy Flight, gamers began to cautiously put down their controllers and cluster curiously around kitchen tables again.

Wizards of the Coast took notice and tossed their hat in the arena with several very well received games, including Ikusa and the epic Conquest of Nerath, both of which Scott Taylor reviewed for us here.

With just a few titles, WotC has become a heavyweight in fantasy board games — and they show no signs of slowing down.

Earlier this month a box landed on my doorstep (with a resounding thud) containing a review copy of their latest entry: The Legend of Drizzt, a massive 7-pound contender that has every appearance of being another winner.

Read More Read More

Art of the Genre: Wizardry, Proving Grounds of the Mad Overlord

Art of the Genre: Wizardry, Proving Grounds of the Mad Overlord

This twisting dragon was a genesis for me in so many ways...
This twisting dragon was a genesis for me in so many ways...

I guess my string of nostalgia continues here at the Black Gate L.A. offices. You see, it was ‘bring you son to work’ day last Friday and I decided even though it might come back to bite me, I’d expose my 5-year old son Ash to Ryan Harvey and Kandi. I figured if worse came to worse, I could just skip out and spend a few hours on the beach with him, but a few stars aligned and that wasn’t the case.

Luckily for me, unlucky for him, Ryan had left the office for the opening of Immortals, and Kandi took a personal day for a casting call in some new Roland Emmerich blockbuster so Ash and I sat in my office and had Starbucks as I tried to explain to him what it was I did exactly. The conversation quickly devolved into a justification for all things fantasy before he lost interest and asked if he could play Angry Birds on my iPhone.

This, for all you scoring at home, was a turning point for me. I had one of those ‘when I was a kid’ epiphanies. I mean really, when I was a kid there were no iPhones, heck we had a corded rotary phone in my house until the phone company demanded my mother remove it a decade ago, and that phone was even on a party line if anyone remembers what that is.

Yeah, I just turned the big 4-0 a couple of months back, and as I sat looking at my little pixie-faced boy with his Bieber hair and Quicksilver surfing attire I tried to remember what I was doing when I was getting ready to turn 6.

Well, I guess I was going to Star Wars, playing with action figures, enjoying platter meals at Burger Chef, and reenacting Smokey and the Bandit with my Hotwheels. In that year, 1977, the Atari 2600 would be released, but I’m sure I didn’t see it until I was 8 or 9, and probably didn’t own one until 1980 or 81. Yep, there were no video games for the first decade of my existence, but we somehow made due with our imagination.

Read More Read More